Beasts

Critters and creatures that enjoy crunching and clawing.

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Reptiles

Mammals

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Avians

Arthropod

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Misc

Beasts are the natural creatures of the New World, or as close as exists to natural as anything. They make up the pets, the companions, the beasts of burden, and the wild animals of the world. Few of them more than superficially resemble the species that they descend from; the mass extinctions and subsequent forced bio-diversification allowing scientists of the Old World to become somewhat creative with food chains and whatnot, though a few surprising species have managed to adapt to the new world. The thing that unites them is that they are animals that can, and will continue to, exist without the direct intervention of tech in their life cycles, unlike almost all other entities.

A Note on Conversion

Beasts from core 5e, from any tropical, urban, subterranean, or aquatic climate, may appear somewhere in the world of Carbon Pink. Those included here are ones that are reskins of existing beasts, that have replaced them in ecological niches or have their own flavor, or in a few cases, felt especially appropriate to leave in.

Reptiles

Wild Hot Dog

Medium beast

Armor Class 13 (Natural Armor)

Hit Points 11 (2d8 + 2)

Speed 40 ft.

STR 12 (+1)

DEX 15 (+2)

CON 12 (+1)

INT 3 (-4)

WIS 12 (+1)

CHA 6 (-2)

Skills Perception +3, Stealth +4

Senses Passive Perception 13

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Keen Hearing and Smell. The hot dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hot dog has advantage on attack rolls against a creature if at least one of the hot dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Attack Hot Dog

Large beast, unaligned

Armor Class 14 (natural armor)

Hit Points 37 (Sd10 + 10)

Speed 50 ft.

STR 17 (+3)

DEX 15 (+2)

CON 15 (+2)

INT 3 (-4)

WIS 12 (+1)

CHA 7 (-2)

Skills Perception +3, Stealth +4

Senses passive Perception 13

Challenge 1 (200 XP)

Proficiency +2

Keen Hearing and Smell. The hot dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Hot dog has advantage on an attack roll against a creature if at least one of the hot dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Cruncher

Large beast

Armor Class 12

Hit Points 26 (4d10 + 4)

Speed 50 ft.

STR 17 (+3)

DEX 15 (+2)

CON 13 (+1)

INT 3 (-4)

WIS 12 (+1)

CHA 8 (-1)

Skills Perception +3, Stealth +6

Senses Passive Perception 13

Challenge 1 (200 XP)

Proficiency Bonus +2

Keen Smell. The Cruncher has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The Cruncher has advantage on an attack roll against a creature if at least one of the Cruncher's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the Cruncher moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Cruncher can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the Cruncher can long jump up to 25 feet.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage.

Pack Lizard

The most common kind of draft animal in the world today, as all it takes is heating implants to grant them the ability to operate at night, unlike photosynthetic cattle. Certain wild variants have become a nusiance, especially for cattle farmers.

Large beast

Armor Class 12 (natu ral armor)

Hit Points 19 (3d10 + 3)

Speed 30ft., climb 30ft.

STR 15 (+2)

DEX 12 (+1)

CON 13 (+1)

INT 2 (- 4)

WIS 10 (+0)

CHA 5 (- 3)

Senses darkvision 30ft., passive Perception 10

Challenge 1/4 (50 XP)

Proficency +2

ACTIONS

Bite. Melee Weap'on Attack: +4 to hit, reach 5 ft., one target.

Hit: 6 (1d8 + 2) piercing damage.

Coastal Pack Lizard

A Pack Lizard variant common to coastal and archipeligo regions, especially popular in the Duty Free Ports of 'Bacco.

Large beast

Armor Class 12 (natu ral armor)

Hit Points 19 (3d10 + 3)

Speed 30ft. climb 30ft. swim 30ft.

STR 15 (+2)

DEX 12 (+1)

CON 13 (+1)

INT 2 (- 4)

WIS 10 (+0)

CHA 5 (- 3)

Senses darkvision 30ft., passive Perception 10

Challenge 1/4 (50 XP)

Proficency +2

ACTIONS

Bite. Melee Weap'on Attack: +4 to hit, reach 5 ft., one target.

Hit: 6 (1d8 + 2) piercing damage.

Cavern Pack Lizard

This variety of pack lizard is used by undercity elves and other denizens of the tunnels through which the darkweb and corponets are interconnected.

Large beast

Armor Class 12 (natu ral armor)

Hit Points 19 (3d10 + 3)

Speed 30ft., climb 30ft.

STR 15 (+2)

DEX 12 (+1)

CON 13 (+1)

INT 2 (- 4)

WIS 10 (+0)

CHA 5 (- 3)

Senses darkvision 30ft., passive Perception 10

Challenge 1/4 (50 XP)

Proficiency +2

Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 6 (1d8 + 2) piercing damage.

Lesser Pack Lizard

Born from unions between Pack Lizards and certain wild breeds of hot dogs, leading to an infertile yet hardy breed that is of little use except being a tireless beast of burden.

Medium beast

Armor Class 10

Hit Points 11 (2d8 + 2)

Speed 40ft.

STR 14 (+2)

DEX 10 (+0)

CON 13 (+1)

INT 2 (-4)

WIS 10 (+0)

CHA 5 (-3)

Senses passive Perception 10

Challenge 1/8 (25 XP)

Proficency +2

Beast of Burden. The lizard is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-Footed. The lizard has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 4 (1d4 + 2) bludgeoning damage.

Flying Snake

Born from various genetic programs, these strange, brightly colored snakes are sometimes called 'queztles' for reasons lost to history. They are sometimes kept as pets, and some communities train them to carry small packages or messages given their enormous stamina for as long as the sun shines.

Tiny beast

Armor Class 14

Hit Points 5 (2d4)

Speed 30 ft., fly 60 ft., swim 30ft.

STR 4 (- 3)

DEX 18 (+4)

CON 11 (+0)

INT 2 (- 4)

WIS 12 (+1)

CHA 5 (- 3)

Senses blindsight 10ft., passive Perception 11

Challenge 1/8 (25 XP)

Proficiency +2

Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach .

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 1 piercing damage plus 7 (3d4) poison damage.

Giant Poisonous Snake

Medium beast

Armor Class 14

Hit Points 11 (2d8 + 2)

Speed 30ft., swim 30ft.

STR 10 (+0)

DEX 18 (+4)

CON 13 (+1)

INT 2 (- 4)

WIS 10 (+0)

CHA 3 (-4)

Skills Perception +2

Senses blindsight 10ft., passive Perception 12

Challenge 1/4 (50 XP)

Proficiency +2

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one target.

Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Mammals

Fennec

Tiny beast

Armor Class 13 (Natural Armor)

Hit Points 10 (3d4 + 3)

Speed 30 ft.

STR 6 (-2)

DEX 14 (+2)

CON 13 (+1)

INT 4 (-3)

WIS 12 (+1)

CHA 6 (-2)

Skills Perception +3

Senses Passive Perception 13

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Pack Tactics. The Fennec has advantage on an attack roll against a creature if at least one of the Fennec's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Multiattack. The Fennec makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 4 (1d4 + 2) slashing damage.

Ferret

Tiny beast

Armor Class 13

Hit Points 1 (1d4- 1)

Speed 30ft.

STR 3 (-4)

DEX 16 (+3)

CON 8 (-1)

INT 2 (-4)

WIS 12 (+1)

CHA 3 (-4)

Skills Perception +3, Stealth +5

Senses passive Perception 13

Challenge 0 (10 XP)

Proficency +2

Keen Hearing and Smell. The ferret has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 1 piercing damage.

Giant Ferret

Someone came up with the idea of breeding giant ferrets to help replace the extinction of so many dog breeds, and here we are. Often used as hunting animals by some groups.

Medium beast

Armor Class 13

Hit Points 9 (2d8)

Speed 40ft.

STR 11 (+0)

DEX 16 (+3)

CON 10 (+0)

INT 4 (-3)

WIS 12 (+1)

CHA 5 (- 3)

Skills Perception +3, Stealth +5

Senses darkvision 60ft., passive Perception 13

Challenge 1/8 (25 XP)

Proficiency +2

Keen Hearing and Smell. The ferret has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) piercing damage.

Podenco Canario

One of the few canine breeds that has managed to survive in the wild, the Canario originally come from a formerly tropical Canary Islands, now in the far south, lost in the heat bands around the equator. They are well adapted to the modern tropical climes.

Medium beast

Armor Class 12

Hit Points 5 (ld8 + 1)

Speed 40 ft.

STR 13 (+1)

DEX 14 (+2)

CON 12 (+1)

INT 3 (-4)

WIS 12 (+1)

CHA 7 (-2)

Skills Perception +3

Senses passive Perception 13

Challenge 1/8 (25 XP)

Proficiency +2

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely o n hearing or smell.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft one target.

Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Sun Bear

Medium beast

Armor Class 11 (natural armor)

Hit Points 19 (3d8 + 6)

Speed 40ft., climb 30ft.

STR 15 (+2)

DEX 10 (+0)

CON 14 (+2)

INT 2 (-4)

WIS 12 (+1)

CHA 7 (-2)

Skills Perception +3

Senses passive Perception 13

Challenge 1/2 (100 XP)

Proficiency +2

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 5 (1 d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.

Hit: 7 (2d4 + 2) slashing damage.

Saber-toothed Tiger

Revived as part of some CEO's insane idea for a new designer line of extinct animal pets, have since become incredibly popular as exotic, effective, guard animals.

Large beast

Armor Class 12

Hit Points 52 (7d10 + 14)

Speed 40ft.

STR 18 (+4)

DEX 14 (+2)

CON 15 (+2)

INT 3 (-4)

WIS 12 (+1)

CHA 8 (- 1)

Skills Perception +3, Stealth +6

Senses passive Perception 13

Challenge 2 (450 XP)

Proficiency +2

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target.

Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.

Tentacle Beasts

Wild Mimic

Medium beast (shapechanger)

Armor Class 12 (Natural Armor)

Hit Points 58 (9d8 + 18)

Speed 15 ft.

STR 17 (+3)

DEX 12 (+1)

CON 15 (+2)

INT 5 (-3)

WIS 13 (+1)

CHA 8 (-1)

Skills Stealth +5

Damage Immunities Acid

Condition Immunities Prone

Senses Darkvision 60 ft., Passive Perception 11

Challenge 2 (450 XP)

Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Sticky (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

Camouflaged Sleep (Object Form Only). While the mimic is asleep, it is indistinguishable from an ordinary object. Player characters can make a Hearing Perception check (DC 17) to attempt to hear the quiet snoring of the mimic. If successful, player characters can choose to feed the mimic five pounds of food and water to tame the mimic. Player characters then choose a handler for the mimic, who can then use the mimic in combat as if it was an animal companion..

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Tamed Mimic

Medium beast (shapechanger)

Armor Class 12 (Natural Armor)

Hit Points 58 (9d8 + 18)

Speed 15 ft.

STR 17 (+3)

DEX 12 (+1)

CON 15 (+2)

INT 5 (-3)

WIS 13 (+1)

CHA 8 (-1)

Skills Stealth +5

Damage Immunities Acid

Condition Immunities Prone

Senses Darkvision 60 ft., Passive Perception 11

Challenge 2 (450 XP)

Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Sticky (Object Form Only). The mimic adheres to anything that attacks it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic is sleeping, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Friendly. During a short or long rest, a player character can choose to spend their rest with the mimic to receive an additional benefit to their rest.

-Short Rest. The player character gains advantage against being Charmed for three hours.

-Long Rest. The player character gains advantage against being Charmed, and gains proficiency in the Persuasion skill for 24 hours.

Trained: In combat, if you are the handler of the mimic, the mimic acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the mimic to take the Attack action. If you are incapacitated, the mimic can take any action of its choice, not just Dodge.

ACTIONS

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Tentacloid

Large beast

Armor Class 11

Hit Points 52 (8d10 + 8)

Speed 30 ft., swim 30 ft.

STR 17 (+3)

DEX 13 (+1)

CON 13 (+1)

INT 4 (-3)

WIS 10 (+0)

CHA 4 (-3)

Skills Perception +4, Stealth +5

Senses Darkvision 60 ft., Passive Perception 14

Challenge 1 (200 XP)

Proficiency Bonus +2

Obscene Camouflage. The tentacloid has advantage on Dexterity (Stealth) checks made in areas with large tentacle or phallic imagery, such as J.A.V Digital Entertainment, Hentai Island, or local sexnasiums.

ACTIONS

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.

Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the tentacloid can't use its tentacles on another target.

"Web" (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by "webbing". As an action, the restrained target can make a DC 12 Strength check, bursting the "webbing" on a success. The "webbing" can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Avians

Gorecrows

Born from various genetic manipulation programs that lead to a more ravenous form of corvid to replace falling numbers of raptors, the Gorecrows are highly intelligent and attack in flocks.

Small beast

Armor Class 12

Hit Points 7 (2d6)

Speed 10ft., fly 60ft.

STR 6 (-2)

DEX 14 (+2)

CON 10 (+0)

INT 3 (-4)

WIS 14 (+2)

CHA 5 (-3)

Skills Perception +4

Senses passive Perception 14

Challenge 1/8 (25 XP)

Proficiency +2

Keen Sight. The gorecrow has advantage on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The gorecrow has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.

Mimicry. The gorecrow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a success ful DC 10 Wisdom (In sight) check.

ACTIONS

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.

Hit: 4 (1d4 + 2) piercing damage.

Harpy Eagle

Small beast

Armor Class 12

Hit Points 3 (1d6)

Speed 10 ft ., fly 60 ft.

STR 6 (-2)

DEX 15 (+2)

CON 10 (+0)

INT 2 (- 4)

WIS 14 (+2)

CHA 7 (- 2)

Skills Perception +4

Senses passive Perception 14

Challenge 0 (10 XP)

Proficiency +2

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 4 (1d4 + 2) slashing damage.

Uplifted Eagle

At some point, when the great exodus north began, one of the nation states took it upon itself to adapt a form of eagle with brown feathers on it's body and wings and white feathers on it's head and tail into an intelligent, speaking variant, apparently as some kind of spokesperson and moral boosting initiative.

Large beast

Armor Class 13

Hit Points 26 (4d10 + 4)

Speed 10ft., fly 80ft.

STR 16 (+3)

DEX 17 (+3)

CON 13 (+1)

INT 8 (- 1)

WIS 14 (+2)

CHA 10 (+0)

Skills Perception +4

Senses passive Perception 14

Challenge 1 (200 XP)

Proficiency +2

Keen Sight. The eagle has advantage on Wisdom (Perception)

checks that rely on sight.

ACTIONS

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 10 (2d6 + 3) slashing damage.

Uplifted Owl

Genetically altered to act as a policing force in the groves of various plantations, by and large such attempts were abandoned as the Owls came to enjoy life free from corporate living in most cases, but a few smaller operations have adopted reciprocal models rather than slavery based models to gain the cooperation of Uplifted Owls for their original purpose.

Large beast

Armor Class 12

Hit Points 19 (3d10 + 3)

Speed 5 ft., fly 60ft.

STR 13 (+1)

DEX 15 (+2)

CON 12 (+1)

INT 8 (- 1)

WIS 13 (+1 )

CHA 10 (+0)

Skills Perception +5, Stealth +4

Senses darkvision 120ft., passive Perception 15

Challenge 1/4 (50 XP)

Proficiency +2

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

ACTIONS

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 8 (2d6 + 1) slashing damage.

Giant Parrot

Large beast

Armor Class 11

Hit Points 19 (3d10 + 3)

Speed 50 ft.

STR 14 (+2)

DEX 12 (+1)

CON 12 (+1)

INT 2 (-4)

WIS 10 (+0)

CHA 5 (-3)

Senses Passive Perception 10

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 6 (1d8 + 2) slashing damage.

Giant Vulture

How this came about no one knows, but unlike other vultures, it will not wait for other creatures to die, but seek out weakened or dying ones to slay. Particularly intelligent ones will bully flocks of gorecrows into their service.

Large beast

Armor Class 10

Hit Points 22 (3d10 + 6)

Speed 10ft. fly 60ft.

STR 15 (+2)

DEX 10 (+0)

CON 15 (+2)

INT 6 (-2)

WIS 12 (+1)

CHA 7 (-2)

Skills Perception +3

Senses passive Perception 13

Challenge 1 (200 XP)

Proficiency +2

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 7 (2d4 + 2) p}ercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one ta~get . .,

Hit: 9 (2d6 + 2) slashing damage.

Arthropods

Lamp Belly

During the early arctic colonization, when there were still some insane initiatives attempting to make fossil fuels work, one corporation in particular attempted to create a species of giant hive insects that would burrow for crude oil and natural gas, and extract it for them to harvest without any of that nasty 'going around digging and drilling and extracting ourselves' business. They failed to create a proper hive species, but did create an invasive species of giant beetles that proceeded to eliminate all remaining fossil fuel reserves in the entirety of the arctic circle over the course of the first century. They have since become an endemic pest in every undercity that chews up and eats any and all flammable substances they can get into to render into a nearly worthless bioluminescent fluid stored in their guts.

Small beast

Armor Class 13 (natural armor)

Hit Points 4 (1d6 + 1)

Speed 30ft. Swim 15ft

STR 8 (-1)

DEX 10 (+0)

CON 12 (+1)

INT 1 (-5)

WIS 7 (-2)

CHA 3 (-4)

Senses blindsight 30ft., passive Perception 8

Challenge 0 (10 XP)

Proficiency +2

Illumination. The lamp belly sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Hold Breath. The lamp belly can hold its breath for 1 hour.

ACTIONS

Bite. Melee Weapon Attack:+ 1 to hit, re ach 5 ft., one target.

Hit: 2 (1d6- 1) slashing damage.

Giant Roach

Tiny beast

Armor Class 10

Hit Points 1 (1d4- 1)

Speed 20 ft. Climb 20 ft.

STR 2 (-4)

DEX 11 (+0)

CON 9 (- 1)

INT 2 (-4)

WIS 10 (+0)

Senses darkvision 30ft., passive Perception 10

Challenge 0 (10 XP)

Proficiency +2

Keen Smell. The roach has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. one target. Hit: 1 piercing damage.

MASSIVE Roach

Small beast

Armor Class 12

Hit Points 7 (2d6)

Speed 30ft. climb 30ft.

STR 7 (-2)

DEX 15 (+2)

CON 11 (+0)

INT 2 (-4)

WIS 10 (+0)

CHA 4 (-3)

Senses darkvision 60ft., passive Perception 10

Challenge 1/8 (25 XP)

Proficiency +2

Keen Smell. The roach has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The roach has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 4 (1d4 + 2) piercing damage.

Rad Roach

Small beast

Armor Class 12

Hit Points 7 (2d6)

Speed 30ft. climb 30ft.

STR 7 (-2)

DEX 15 (+2)

CON 11 (+0)

INT 2 (-4)

WIS 10 (+0)

CHA 4 (-3)

Senses darkvision 60ft., passive Perception 10

Challenge 1/8 (25 XP)

Proficiency +2

Keen Smell. The roach has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The roach has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 3 (1d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by technical means, and the target's hit point maximum decreases by 3 (1 d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Giant Spider

No one in their right mind would breed spiders the size of packlizards and small cars. Unfortunately for the world's arachnophobes, the cult of LOL! Tits Huge are not sane, and repurposed undercity elf cloning vats to bring about spiders to help expand the world wide web. So far, efforts to make it so that these giant spiders can spin quantum-fiber-cables for expanding the darkweb have met with no excess, which only insures an ever expanding variety of 8 legged horrors filling the tunnels and caverns below the surface of the world.

Large beast

Armor Class 14 (natural armor)

Hit Points 26 (4d10 + 4)

Speed 30ft., climb 30ft.

STR 14 (+2)

DEX 16 (+3)

CON 12 (+1)

INT 2 (-4)

WIS 11 (+0)

CHA 4 (-3)

Skills Stealth +7

Senses blindsight 10ft., darkvision 60ft., passive Perception 10

Challenge 1 (200 XP)

Proficiency +2

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit, range 30f60 ft., one creature.

Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Giant Wolf Spider

Medium beast

Armor Class 13

Hit Points 11 (2d8 + 2)

Speed 40 ft., cl imb 40 ft.

STR 12 (+1)

DEX 16 (+3)

CON 13 (+1)

INT 3 (- 4)

WIS 12 (+1)

CHA 4 (- 3)

Skills Perception +3, Stealth +7

Senses blind sight 10ft., darkvi sion 60ft., pass ive Perce ption 13

Challenge 1/4 (50 XP)

Proficiency +2

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Cavern Predator. The wolf spider has advantage on stealth checks while in enclosed environs.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Aquatic Beasts

Piranhas

Contrary to popular belief, Piranhas are normally completely uninterested in eating meat, and will only go into feeding frenzies when starved of plant based nutrition such as fruits which fall into monsoon fed rivers, swamps, marshes, and estuaries.

Tiny beast

Armor Class 13

Hit Points 1 (1d4- 1)

Speed 0 ft., swim 40ft.

STR 2 (-4)

DEX 16 (+3)

CON 9 (- 1)

INT 1 (-5)

WIS 7 (- 2)

CHA 2 (-4)

Senses darkvision 60ft., passive Perception 8

Challenge 0 (10 XP)

Proficiency +2

Blood Frenzy. The piranha has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The piranha can breathe only underwater.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 1 piercing damage.

Reef Shark

Medium beast

Armor Class 12 (natural armor)

Hit Points 22 (4d8 + 4)

Speed 0 ft., swim 40 ft.

STR 14 (+2)

DEX 13 (+1)

CON 13 (+1)

INT 1 (-5)

WIS 10 (+0)

CHA 4 (-3)

Skills Perce ption +2

Senses blindsight 30 ft ., passive Perception 12

Challenge 1/2 (100 XP)

Proficiency +2

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Water Breathing. The shark can breathe only underwater.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 6 (1d8 + 2) piercing damage.

Hunter Shark

Large beast

Armor Class 12 (natural armor)

Hit Points 45 (6d10 + 12)

Speed 0 ft., swim 40 ft.

STR 18 (+4)

DEX 13 (+1)

CON 15 (+2)

INT 1 (-5)

WIS 10 (+0)

CHA 4 (-3)

Skills Perception +2

Senses blindsight 30 ft., passive Perception 12

Challenge 2 (450 XP)
Proficiency +2

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) piercing damage.

Megalodon

Revived in some insane attempt to reintroduce sea predators... unfortunately they have become a massive problem, as they most prefer the deep shipping lanes, and are unafraid of attacking ships.

Huge beast

Armor Class l3 (natural armor)

Hit Points 126 (11d12 +55)

Speed 0 ft., swim 50 ft .

STR 23 (+6)

DEX 11 (+0)

CON 21 (+5)

INT 1 (- 5)

WIS 10 (+0)

CHA 5 (-3)

Skills Perception +3

Senses blindsight 60ft., passive Perception l3

Challenge 5 (1,800 XP)

Proficiency +3

Blood Frenzy. The megalodon has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The megalodon can breathe only underwater.

ACTIONS

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 22 (3d10 + 6) piercing damage.

Killer Whale

Huge beast

Armor Class 12 (natural armor)

Hit Points 90 (12d12 + 12)

Speed 0 ft, swim 60ft.

STR 19 (+4)

DEX 10 (+0)

CON 13 (+1)

INT 3 (- 4)

WIS 12 (+1)

CHA 7 (-2)

Skills Perception +3

Senses blindsight 120ft., passive Perception 13

Challenge 3 (700 XP)

Proficency +2

Echolocation. The whale can't use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 30 minutes.

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 21 (5d6 + 4) piercing damage.

Swarms

Swarms as depicted here are not natural forms, but rather groupings of creature united by a willful intent, usually through nanite networking. Animals can, through exposure to the nano infested runoff of megacities and testing sites, find themselves networked to members of the same species who were similarly exposed, creating a single, guiding intellect among many bodies while they remain in close proximity.

On Animal Handling Checks

Animal Handling and Techs devoted to dealing with animals automatically fail when used against swarms, due to the unique, even alien, neurology of even wild swarms, let alone those being guided by an outside source.

Swarm of Insects

Medium swarm of Tiny beasts

Armor Class 12 (natural armor)

Hit Points 22 (5d8)

Speed 20ft., climb 20ft.

STR 3 (-4)

DEX 13 (+1)

CON 10 (+0)

INT 1 (-5)

WIS 7 (-2)

CHA 1 (-5)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, paralyzed,

petrified, prone, restrained, stunned Senses blindsight 10ft., passive Perception 8

Challenge 1/2 (100 XP)

Proficiency +2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space.

Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Spiders

Medium swarm of Tiny beasts

Armor Class 12 (natural armor)

Hit Points 22 (5d8)

Speed 20ft., climb 20ft.

STR 3 (-4)

DEX 13 (+1)

CON 10 (+0)

INT 1 (-5)

WIS 7 (-2)

CHA 1 (-5)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses blindsight 10ft., passive Perception 8

Challenge 1/2 (100 XP)

Proficiency +2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Spider Climb. The swarm can climb difficult surfaces, including upside down on cei li ngs, without needing to make an ability check.

Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

Web Walker. The swarm ignores movement restrictions caused by webbing.

ACTIONS

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space.

Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Poisonous Snakes

Medium swarm of Tiny beasts

Armor Class 14

Hit Points 36 (8d8)

Speed 30ft., swim 30ft.

STR 8 (-1)

DEX 18 (+4)

CON 11 (+0)

INT 1 (-5)

WIS 10 (+0)

CHA 3 (- 4)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses blindsight 10ft., passive Perception 10

Challenge 2 (450 XP)

Proficiency +2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft, one creature in the swarm's space.

Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Swarm of Piranha

Medium swarm of Tiny beasts, unaligned

Armor Class 13

Hit Points 28 (8d8 - 8)

Speed 0 ft ., swim 40 ft.

STR 13 (+1)

DEX 16 (+3)

CON 9 (-1)

INT l (-5)

WIS 7 (-2)

CHA 2 (-4)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 60ft., passive Perception 8

Challenge l (200 XP)

Proficiency +2

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.

ACTIONS

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft ., one creature in the swarm's space.

Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Giant Roaches

Medium swarm of Tiny beasts

Armor Class 10

Hit Points 24 (7d8 - 7)

Speed 30ft. Climb 30ft.

STR 9 (- 1)

DEX 11 (+0)

CON 9 (-1)

INT 2 (-4)

WIS 10 (+0)

CHA 3 (-4)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, paralyzed,

petrified, prone, restrained, stunned

Senses darkvision 30ft., passive Perception 10

Challenge 1/4 (50 XP)

Proficency +2

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can 't regain hit points or gain temporary hit points.

ACTIONS

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space.

Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Ravens

Medium swarm of Tiny beasts

Armor Class 12

Hit Points 24 (7d8 - 7)

Speed 10ft., fly 50 ft .

STR 6 (- 2)

DEX 14 (+2)

CON 8 (-1)

INT 3 (- 4)

WIS 12 (+1)

CHA 6 (-2)

Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 15
Challenge 1/4 (50 XP)
Proficency +2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven . The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) pi ercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Miscellanious

Riding Beast

Whether a massive lizard, or even one of the few surviving Arabian breeds of horses, riding beasts are popular among lizard herders and other people on the edges of the great desert.

Large beast

Armor Class 10

Hit Points 13 (2d10 + 2)

Speed 60ft.

STR 16 (+3)

DEX 10 (+0)

CON 12 (+1)

INT 2 (-4)

WIS 11 (+0)

CHA 7 (-2)

Senses passive Percept ion 10

Languages -

Challenge 1/4 (50 XP)

Proficiency +2

ACTIONS

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target.

Hit: 8 (2d4 + 3) bludgeoning damage.

Warbeast

Warbeasts are relatively rare in the modern age, warhorses being the most common, though a few specialized vareities of other species do exist. Usually among more tribal groups that lack access to technology for bikes and similar.

Large beast

Armor Class 11 (can be increased with armor)

Hit Points 19 (3d10 + 3)

Speed 60ft.

STR 18 (+4)

DEX 12 (+1)

CON l3 (+1)

INT 2 (-4)

WIS 12 (+1)

CHA 7 (-2)

Senses passive Perception 11

Challenge 1/2 (100 XP)

Proficency +2

Trampling Charge. If the beast moves at least 20 feet straight toward a creature and then hits it with a hooves (or whatever else it walks upon) attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the beast can make another attack with its hooves against it as a bonus action .

ACTIONS

Hooves (or claws, or bug legs, whatever it has). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) bludgeoning damage.